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author | euphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-03 21:28:27 +0000 |
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committer | euphyy <euphyy@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-03 21:28:27 +0000 |
commit | 16766b4f0911470f7e7568a952364e772ba22da1 (patch) | |
tree | 52c7ec779148c945c51338f019d5ee1262ce3b21 /npc/guild2/arug_cas02.txt | |
parent | 3eb7cd3c8c1291e3792dec9abf34facab4f05014 (diff) | |
download | hercules-16766b4f0911470f7e7568a952364e772ba22da1.tar.gz hercules-16766b4f0911470f7e7568a952364e772ba22da1.tar.bz2 hercules-16766b4f0911470f7e7568a952364e772ba22da1.tar.xz hercules-16766b4f0911470f7e7568a952364e772ba22da1.zip |
* You may notice that your /guild2/ folder shrunk considerably - you're welcome. x.x
* You may also notice that your /guild2/ folder no longer functions. If that's the case... blame Maki (you can find him on the forums, IRC, TS, TSR, etc...)
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16571 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/guild2/arug_cas02.txt')
-rw-r--r-- | npc/guild2/arug_cas02.txt | 2921 |
1 files changed, 40 insertions, 2881 deletions
diff --git a/npc/guild2/arug_cas02.txt b/npc/guild2/arug_cas02.txt index 4bef4eab0..f37e7a7cb 100644 --- a/npc/guild2/arug_cas02.txt +++ b/npc/guild2/arug_cas02.txt @@ -1,2186 +1,45 @@ //===== rAthena Script ======================================= -//= War of Emperium Second Edition +//= War of Emperium SE - Cyr //===== By: ================================================== -//= L0ne_W0lf +//= Euphy //===== Current Version: ===================================== -//= 2.3 +//= 1.0 //===== Compatible With: ===================================== //= rAthena SVN -//===== Description: ========================================= -//= WoE SE Arunafeltz Castle 2 //===== Additional Comments: ================================= -//= 1.0 First Version [L0ne_W0lf] -//= 1.1 Swaped an end for a close in eco investing. [L0ne_W0lf] -//= 1.2 Fixed double message in defense investing. [L0ne_W0lf] -//= Corrected a minor typo in the guild steward. -//= 1.3 Fixed a guardian spawning NPCs. [L0ne_W0lf] -//= 1.4 Fixed investment period not resetting. [L0ne_W0lf] -//= Made it so treasure won't spawn if castle is empty. -//= Treasure will now be killed before spawning. -//= 1.5 Fixed error with control devices. [L0ne_W0lf] -//= 1.6 Two small fixes. (aegis carry-overs) [L0ne_W0lf] -//= 1.7 Another two fixes [Yommy] -//= 1.8 Corrected copy/paste error. [L0ne_W0lf] -//= 1.9 Implemented new Wall System. [Zephyrus] -//= 2.0 Replaced effect numerics with constants. [L0ne_W0lf] -//= 2.1 Applied updated eco/def systems. [L0ne_W0lf] -//= 2.2 Fixed eco/def not actually incrementing. [L0ne_W0lf] -//= Can no longer gain eco/def higher than 100. -//= 2.3 Fixed a possible exploit in guild castle investment. [Brian] +//= 1.0 Merged to template file. //============================================================ -arug_cas02,1,1,0 script Manager#aru02_02 111,{ - end; - -OnAgitInit2: -OnRecvCastleAr02: - if (GetCastleData("arug_cas02",1) == 0) { - donpcevent "Manager#aru02_02::Onstart"; - } - end; - -OnAgitStart2: - if (agitcheck2()) { - MapRespawnGuildID "arug_cas02",GetCastleData("arug_cas02",1),2; - GvgOn "arug_cas02"; - donpcevent "Manager#aru02_02::Onstart"; - } - else { - donpcevent "#aru02_RL00::OnDisable"; - donpcevent "#aru02_RL01::OnDisable"; - donpcevent "#aru02_RL02::OnDisable"; - donpcevent "#aru02_RL03::OnDisable"; - } - end; - -OnAgitEnd2: - GvgOff "arug_cas02"; - if (GetCastleData("arug_cas02",1)) { - KillMonster "arug_cas02","Steward#aru02::OnStartArena"; - donpcevent "Manager#aru02_02::Onreset"; - donpcevent "Steward#aru02::Onstop"; - } - end; - -Onstart: - // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians - // Settings for all but Summon Guardians - // 0 = Okay; 1 = Destroyed; 2 = Repairing - // Summon Guardians - // 0 = Do not Summon; 1 = Summon - if (GetCastleData("arug_cas02",1)) { - setarray $agit_ar02[0],0,0,0,0,0,0; - donpcevent "#aru02_df01::OnEnable"; - donpcevent "#aru02_df02::OnEnable"; - donpcevent "#aru02_RL00::OnEnable"; - donpcevent "#aru02_RL01::OnEnable"; - donpcevent "#aru02_RL02::OnEnable"; - donpcevent "#aru02_RL03::OnEnable"; - } - monster "arug_cas02",89,256,"Emperium",1288,1,"Steward#aru02::OnStartArena"; - end; - -Onreset: - donpcevent "#aru02_df01::OnDisable"; - donpcevent "#aru02_df02::OnDisable"; - donpcevent "#aru02_gard01::Onreset"; - donpcevent "#aru02_gard02::Onreset"; - donpcevent "#aru02_RL00::OnDisable"; - donpcevent "#aru02_RL01::OnDisable"; - donpcevent "#aru02_RL02::OnDisable"; - donpcevent "#aru02_RL03::OnDisable"; - donpcevent "1st Guardian Stone#aru02::OnDisable"; - donpcevent "2nd Guardian Stone#aru02::OnDisable"; - donpcevent "Control Device01#aru02::OnDisable"; - donpcevent "Control Device02#aru02::OnDisable"; - donpcevent "Control Device03#aru02::OnDisable"; - if (agitcheck2()) { - setarray $agit_ar02[0],0,0,1,1,1,0; - } - end; - -Onchange: - setarray $agit_ar02[0],2,2,1,1,2,0; - monster "arug_cas02",89,256,"Emperium",1288,1,"Steward#aru02::OnStartArena"; - donpcevent "Control Device03#aru02::OnEnable"; - donpcevent "1st Guardian Stone#aru02::OnEnable"; - donpcevent "2nd Guardian Stone#aru02::OnEnable"; - end; - -OnClock0001: - if (!GetCastleData("arug_cas02",1)) end; - killmonster "arug_cas02","Manager#aru02_02::OnTreasureDied"; - - if (GetCastleData("arug_cas02",4)) { - set .@Economy,GetCastleData("arug_cas02",2); - SetCastleData "arug_cas02",2,.@Economy + GetCastleData("arug_cas02",4) + (rand(2) && getgdskilllv(.@GID,10014)); - if (GetCastleData("arug_cas02",2) > 100) SetCastleData "arug_cas02",2,100; - setcastledata "arug_cas02",4,0; - } - if (GetCastleData("arug_cas02",5)) { - set .@Defence,GetCastleData("arug_cas02",3); - SetCastleData "arug_cas02",3,.@Defence + GetCastleData("arug_cas02",5); - if (GetCastleData("arug_cas02",3) > 100) SetCastleData "arug_cas02",3,100; - setcastledata "arug_cas02",5,0; - } - - set .@Treasure,GetCastleData("arug_cas02",2)/5+4; - if (.@Treasure) { - monster "arug_cas02",382,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - monster "arug_cas02",383,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - monster "arug_cas02",384,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - monster "arug_cas02",385,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 5) end; - monster "arug_cas02",386,231,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 6) end; - monster "arug_cas02",387,231,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 7) end; - monster "arug_cas02",384,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 8) end; - monster "arug_cas02",385,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 9) end; - monster "arug_cas02",386,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 10) end; - monster "arug_cas02",387,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 11) end; - monster "arug_cas02",388,230,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 12) end; - monster "arug_cas02",389,230,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 13) end; - monster "arug_cas02",382,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 14) end; - monster "arug_cas02",383,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 15) end; - monster "arug_cas02",384,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 16) end; - monster "arug_cas02",385,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 17) end; - monster "arug_cas02",386,225,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 18) end; - monster "arug_cas02",387,225,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 19) end; - monster "arug_cas02",384,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 20) end; - monster "arug_cas02",385,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 21) end; - monster "arug_cas02",386,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 22) end; - monster "arug_cas02",387,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 23) end; - monster "arug_cas02",388,224,"Treasure Chest",1944,1,"Manager#aru02_02::OnTreasureDied"; - if (.@Treasure < 24) end; - monster "arug_cas02",389,224,"Treasure Chest",1324,1,"Manager#aru02_02::OnTreasureDied"; - } - end; - -OnTreasureDied: - end; -} - -arug_cas02,38,259,5 script Yumenes#aru02_01 868,{ - set .@GID, GetCastleData("arug_cas02",1); - if (.@GID == 0) { - mes "[Yumenes]"; - mes "Great job. Now, all you"; - mes "need to do is destroy this"; - mes "Emperium to gain ownership"; - mes "over this stronghold."; - close; - } - if (getcharid(2) == .@GID) { - if (strcharinfo(0) != getguildmaster(.@GID)) { - mes "[Yumenes]"; - mes "As guardian of this"; - mes "stronghold, I answer only"; - mes "to the master of the guild"; - mes "that controls this place."; - close; - } - else { - if (agitcheck2() == 0) { - mes "[Yumenes]"; - mes "I am Yumenes, guardian of"; - mes "this stronghold. For now,"; - mes "all is quiet in this place."; - next; - switch(select("Converse:Cancel")) { - case 1: - mes "[Yumenes]"; - mes "Do you have any questions"; - mes "about this stronghold?"; - next; - switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) { - case 1: - mes "[Yumenes]"; - mes "There is one Emperium"; - mes "and two Guardian Stones in"; - mes "each fortress. These stones"; - mes "are the first line of defense,"; - mes "and must be destroyed before"; - mes "enemies can even enter."; - next; - mes "[Yumenes]"; - mes "The stones are located in"; - mes "^4D4DFFGate Houses^000000 which must be"; - mes "protected to prevent enemies"; - mes "from reaching the Emperium."; - mes "Guardian Stones can ^4D4DFFrecall"; - mes "your Guardians^000000 for protection."; - next; - mes "[Yumenes]"; - mes "Fortresses with higher levels"; - mes "of defense can summon more"; - mes "Guardians: this is why it is"; - mes "so important for guilds to"; - mes "invest in Defense Growth."; - next; - mes "[Yumenes]"; - mes "Guardian Stones that have"; - mes "been destroyed can be revived"; - mes "after a certain time, but one of^FFFFFF ^000000 the guild members must give"; - mes "me the order. I can also report^FFFFFF ^000000 the status of the Guardian Stones."; - close; - case 2: - mes "[Yumenes]"; - mes "^4D4DFFFortress Gates^000000 are the second ^FFFFFF ^000000 line of guild stronghold defense,"; - mes "and are protected by extra barricades activated by the Guardian Stones."; - mes "These gates are located in three different parts of the fortress."; - next; - mes "[Yumenes]"; - mes "Barricades are protected by"; - mes "Guardian Stones, and are"; - mes "restored when the Guardian"; - mes "Stones are retrieved. However,"; - mes "it is not as easy to restore"; - mes "destroyed Fortress Gates."; - next; - mes "[Yumenes]"; - mes "Fortress Gates can only be"; - mes "restored when the ^4D4DFFguild"; - mes "master of a stronghold"; - mes "changes^000000, or if ^4D4DFFrestoration"; - mes "is requested by the guild"; - mes "master of the stronghold^000000."; - close; - case 3: - mes "[Yumenes]"; - mes "Strongholds have many"; - mes "Link Flags that allow you"; - mes "to access vital areas within"; - mes "restrictions placed by the"; - mes "Barricades. Usually, ^4D4DFFFlag 1"; - mes "links to the Gate House^000000."; - next; - mes "[Yumenes]"; - mes "Many flags link directly to"; - mes "the flag near the Emperium."; - mes "The final numbered flag is"; - mes "linked to the Convenience"; - mes "Facility of the stronghold's"; - mes "owner. Keep this in mind."; - close; - case 4: - mes "[Yumenes]"; - mes "Strategy? It would be better"; - mes "to develop your battle plan to"; - mes "exploit your guild's advantages"; - mes "and your enemies' weaknesses."; - mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!"; - close; - case 5: - mes "[Yumenes]"; - mes "You have no questions"; - mes "to ask of me? Well, I'm"; - mes "here to serve your needs."; - close; - } - case 2: - mes "[Yumenes]"; - mes "I'm always here, so"; - mes "feel free to request my"; - mes "assistance whenever"; - mes "the need arises."; - close; - } - } - else { - mes "[Yumenes]"; - mes "Greetings, "+strcharinfo(0)+"."; - mes "What are your orders?"; - next; - switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) { - case 1: - if ($agit_ar02[5] == 0) { - if (getgdskilllv(.@GID,10002) == 0) { - mes "[Yumenes]"; - mes "I'm sorry, but the Guardian"; - mes "Stones aren't powerful enough"; - mes "to summon Guardians yet. We"; - mes "need to accumulate more"; - mes "knowledge before they can"; - mes "summon any Guardians."; - close; - } - else { - mes "[Yumenes]"; - mes "I shall endeavor to summon"; - mes "a Guardian through a Guardian"; - mes "Stone. However, keep in mind"; - mes "that this will not work if the"; - mes "Guardian Stone is destroyed."; - setarray $agit_ar02[5],1; - if ($agit_ar02[0] == 0) { - donpcevent "#aru02_gard01::OnEnable"; - } - if ($agit_ar02[1] == 0) { - donpcevent "#aru02_gard02::OnEnable"; - } - close; - } - } - else { - mes "[Yumenes]"; - mes "You've already commanded"; - mes "me to summon a Guardian"; - mes "to defend the stronghold."; - close; - } - case 2: - mes "[Yumenes]"; - mes "Our defense status is..."; - if ($agit_ar02[0] == 1) { - mes "1st Guardian Stone: ^FF0000Destroyed^000000"; - } - else if ($agit_ar02[0] == 2) { - mes "1st Guardian Stone: ^008000Repairing^000000"; - } - else { - mes "1st Guardian Stone: ^4D4DFFOperational^000000"; - } - if ($agit_ar02[1] == 1) { - mes "2nd Guardian Stone: ^FF0000Destroyed^000000"; - } - else if ($agit_ar02[1] == 2) { - mes "2nd Guardian Stone: ^008000Repairing^000000"; - } - else { - mes "2nd Guardian Stone: ^4D4DFFOperational^000000"; - } - if ($agit_ar02[2] == 1) { - mes "1st Fortress Gate: ^FF0000Destroyed^000000"; - } - else if ($agit_ar02[2] == 2) { - mes "1st Fortress Gate: ^008000Repairing^000000"; - } - else { - mes "1st Fortress Gate: ^4D4DFFOperational^000000"; - } - if ($agit_ar02[3] == 1) { - mes "2nd Fortress Gate: ^FF0000Destroyed^000000"; - } - else if ($agit_ar02[3] == 2) { - mes "2nd Fortress Gate: ^008000Repairing^000000"; - } - else { - mes "2nd Fortress Gate: ^4D4DFFOperational^000000"; - } - if ($agit_ar02[4] == 1) { - mes "3rd Fortress Gate: ^FF0000Destroyed^000000"; - } - else if ($agit_ar02[4] == 2) { - mes "3rd Fortress Gate: ^008000Repairing^000000"; - } - else { - mes "3rd Fortress Gate: ^4D4DFFOperational^000000"; - } - close; - case 3: - mes "[Yumenes]"; - mes "I'll be standing by,"; - mes "awaiting your orders."; - close; - } - } - } - } - else { - mes "[Yumenes]"; - mes "Who are you? Scoundrel!"; - mes "Leave this stronghold now!"; - close; - } - -OnInit: - setarray $agit_ar02[0],0,0,0,0,0,0; - end; -} - -arug_cas02,1,1,0 script #aru02_gard01 -1,{ -OnEnable: - set .@defence,GetCastleData("arug_cas02",3); - guardian "arug_cas02",104,32,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //0; - if ((.@defence > 10) && (.@defence < 31)) { - set .MyMobCount,2; - guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1; - } - else if ((.@defence > 30) && (.@defence < 51)) { - set .MyMobCount,3; - guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1; - guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2; - } - else if ((.@defence > 50) && (.@defence < 71)) { - set .MyMobCount,4; - guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1; - guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2; - guardian "arug_cas02",113,87,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //3; - } - else if (.@defence > 70) { - set .MyMobCount,5; - guardian "arug_cas02",67,36,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1; - guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //2; - guardian "arug_cas02",113,87,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //3; - guardian "arug_cas02",122,112,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //4; - } - else { - set .MyMobCount,2; - guardian "arug_cas02",20,169,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //1; - } - initnpctimer; - end; - -OnTimer300000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",67,60,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //5; - mapannounce "arug_cas02","The 1st Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; - end; - -OnTimer900000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",90,167,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //6; - mapannounce "arug_cas02","The 2nd Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; - end; - -OnTimer1800000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",91,119,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //7; - mapannounce "arug_cas02","The 3rd Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; - end; - -OnTimer2700000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",122,112,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //8; - mapannounce "arug_cas02","The 4th Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; - end; - -OnTimer3600000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",20,169,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //9; - mapannounce "arug_cas02","The 5th Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; - stopnpctimer; - end; - -OnGuardianDied: - set .MyMobCount,.MyMobCount-1; - if (.MyMobCount < 2) { - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",67,85,"Guardian",1899,"#aru02_gard01::OnGuardianDied"; //10; - } - end; - -Onreset: - stopnpctimer; - killmonster "arug_cas02","#aru02_gard01::OnGuardianDied"; - end; -} - -arug_cas02,1,2,0 script #aru02_gard02 -1,{ -OnEnable: - set .@defence,GetCastleData("arug_cas02",3); - guardian "arug_cas02",175,31,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //11; - if ((.@defence > 10) && (.@defence < 31)) { - set .MyMobCount,2; - guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12; - } - else if ((.@defence > 30) && (.@defence < 51)) { - set .MyMobCount,3; - guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12; - guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13; - } - else if ((.@defence > 50) && (.@defence < 71)) { - set .MyMobCount,4; - guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12; - guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13; - guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //14; - } - else if (.@defence > 70) { - set .MyMobCount,5; - guardian "arug_cas02",204,32,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12; - guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //13; - guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //14; - guardian "arug_cas02",161,91,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //15; - } - else { - set .MyMobCount,2; - guardian "arug_cas02",268,169,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //12; - } - initnpctimer; - end; - -OnTimer600000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",186,170,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //16; - end; - -OnTimer1200000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",183,121,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //17; - end; - -OnTimer2100000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",150,110,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //18; - end; - -OnTimer3000000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",161,91,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //19; - end; - -OnTimer3900000: - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",209,88,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //20; - stopnpctimer; - end; - -OnGuardianDied: - set .MyMobCount,.MyMobCount-1; - if (.MyMobCount < 2) { - set .MyMobCount,.MyMobCount+1; - guardian "arug_cas02",211,63,"Guardian",1899,"#aru02_gard02::OnGuardianDied"; //21; - } - end; - -Onreset: - stopnpctimer; - killmonster "arug_cas02","#aru02_gard02::OnGuardianDied"; - end; -} - -arug_cas02,1,3,0 script #aru02_df01 -1,{ -OnEnable: - guardian "arug_cas02",33,168,"1st Guardian Stone",1907,"#aru02_df01::OnGuardianStoneDied"; //22; - end; - -OnDisable: - killmonster "arug_cas02","#aru02_df01::OnGuardianStoneDied"; - setarray $agit_ar02[0],1; //Global Variable - stopnpctimer; - end; - -OnGuardianStoneDied: - // 1st Guardian Stone is Destroyed - setarray $agit_ar02[0],1; - if (($agit_ar02[0] == 1) || ($agit_ar02[0] == 2)) { - set .@destroyed,.@destroyed + 1; - } - if (($agit_ar02[1] == 1) || ($agit_ar02[1] == 2)) { - set .@destroyed,.@destroyed + 1; - } - if (.@destroyed == 2) { - mapannounce "arug_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00"; - donpcevent "#aru02_RL00::OnDisable"; - donpcevent "#aru02_gard01::Onreset"; - } - else { - mapannounce "arug_cas02","The 1st Guardian Stone has been destroyed!",bc_map,"0x00ff00"; - donpcevent "#aru02_gard01::Onreset"; - } - initnpctimer; - end; - -OnTimer300000: - donpcevent "1st Guardian Stone#aru02::OnEnable"; - setarray $agit_ar02[0],2; //Global Variable - stopnpctimer; - end; -} - -arug_cas02,33,168,0 script 1st Guardian Stone#aru02 844,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFYou will need the"; - mes "following materials to"; - mes "rebuild a destroyed"; - mes "Guardian Stone.^000000"; - next; - mes "1 Oridecon"; - mes "1 Elunium"; - mes "30 Stones"; - mes "5 Blue Gemstones"; - mes "5 Yellow Gemstones"; - mes "5 Red Gemstones"; - next; - mes "^3355FFDo you want to continue?^000000"; - switch(select("No:Continue")) { - case 1: - mes "^3355FFWork canceled.^000000"; - close; - case 2: - if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) { - mes "^3355FFArrange Stones, Elunium, and"; - mes "Oridecon, in that order, in the"; - mes "center. Then you must arrange"; - mes "the enchanted Gemstones to"; - mes "rebuild the Guardian Stone.^000000"; - next; - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFElunium has been"; - mes "placed in the center.^000000"; - next; - break; - case 2: - mes "^3355FFOridecon has been"; - mes "placed in the center.^000000"; - next; - break; - case 3: - mes "^3355FFStones have been"; - mes "placed in the center.^000000"; - set .@nice,.@nice+10; - next; - break; - } - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Elunium.^000000"; - set .@nice,.@nice+10; - next; - break; - case 2: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Oridecon.^000000"; - next; - break; - case 3: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Stones.^000000"; - next; - break; - } - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Elunium.^000000"; - next; - break; - case 2: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Oridecon.^000000"; - set .@nice,.@nice+10; - next; - break; - case 3: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Stones.^000000"; - next; - break; - } - mes "^3355FFNow you need to arrange"; - mes "the enchanted Gemstones"; - mes "accordingly. You can identify"; - mes "their Magic properties by"; - mes "their casting effect.^000000"; - next; - while(1) { - if (.@roof0 > 7) { - break; - } - else { - switch(rand(1,3)) { - case 1: - specialeffect EF_BEGINSPELL2; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 2: - mes "^3355FFYou placed the Yellow Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 3: - mes "^3355FFYou placed the Blue Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - } - break; - case 2: - specialeffect EF_VOLCANO; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - case 2: - mes "^3355FFYou placed the Yellow Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 3: - mes "^3355FFYou placed the Blue Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - } - break; - case 3: - specialeffect EF_BEGINSPELL4; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 2: - mes "^3355FFYou placed the Yellow Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - case 3: - mes "^3355FFYou placed the Blue Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - } - } - } - } - if (.@nice > 90) { - if ($agit_ar02[0] == 0) { - mes "^3355FFThe Guardian Stone"; - mes "Repair System has"; - mes "already completed.^000000"; - close; - } - else { - if (agitcheck2() == 0) { - mes "^3355FFIt is impossible to"; - mes "rebuild the Guardian"; - mes "Stone because the"; - mes "Emperium is not present.^000000"; - close; - } - else { - mes "^3355FFThe Gemstones have been"; - mes "arranged, and the Guardian"; - mes "Stone is successfully repaired.^000000"; - delitem 984,1; //Oridecon - delitem 985,1; //Elunium - delitem 7049,30; //Stone - delitem 717,5; //Blue_Gemstone - delitem 715,5; //Yellow_Gemstone - delitem 716,5; //Red_Gemstone - close2; - donpcevent "#aru02_df01::OnEnable"; - specialeffect EF_ICECRASH; - disablenpc "1st Guardian Stone#aru02"; - setarray $agit_ar02[0],0; - set .@df_all,$agit_ar02[0]+$agit_ar02[1]; - if (.@df_all == 0) { - mapannounce "arug_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00"; - donpcevent "#aru02_RL00::OnEnable"; - } - else { - mapannounce "arug_cas02","The 1st Guardian Stone has been repaired successfully.",bc_map,"0x00ff00"; - } - if ($agit_ar02[5] == 1) { - donpcevent "#aru02_gard01::OnEnable"; - } - end; - } - } - } - else { - mes "^3355FFAfter all of that work..."; - mes "It looks like you failed"; - mes "to fix the Guardian Stone,"; - mes "and lost some materials.^000000"; - delitem 7049,10; //Stone - delitem 717,2; //Blue_Gemstone - delitem 715,2; //Yellow_Gemstone - delitem 716,2; //Red_Gemstone - close; - } - } - else { - mes "^3355FFYou don't have enough"; - mes "materials to repair"; - mes "the Guardian Stone.^000000"; - close; - } - } - } - end; - -OnInit: - disablenpc "1st Guardian Stone#aru02"; - end; - -OnEnable: - enablenpc "1st Guardian Stone#aru02"; - specialeffect EF_MAPPILLAR2; - end; - -OnDisable: - disablenpc "1st Guardian Stone#aru02"; - end; -} - -arug_cas02,1,4,0 script #aru02_df02 -1,{ -OnEnable: - guardian "arug_cas02",245,168,"2nd Guardian Stone",1908,"#aru02_df02::OnGuardianStoneDied"; //23; - end; - -OnDisable: - killmonster "arug_cas02","#aru02_df02::OnGuardianStoneDied"; - setarray $agit_ar02[1],1; //Global Variable - stopnpctimer; - end; - -OnGuardianStoneDied: - // 2nd Guardian Stone is Destroyed - setarray $agit_ar02[1],1; - if (($agit_ar02[0] == 1) || ($agit_ar02[0] == 2)) { - set .@destroyed,.@destroyed + 1; - } - if (($agit_ar02[1] == 1) || ($agit_ar02[1] == 2)) { - set .@destroyed,.@destroyed + 1; - } - if (.@destroyed == 2) { - mapannounce "arug_cas02","All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00"; - donpcevent "#aru02_RL00::OnDisable"; - donpcevent "#aru02_gard02::Onreset"; - } - else { - mapannounce "arug_cas02","The 2nd Guardian Stone has been destroyed!",bc_map,"0x00ff00"; - donpcevent "#aru02_gard02::Onreset"; - } - initnpctimer; - end; - -OnTimer300000: - donpcevent "2nd Guardian Stone#aru02::OnEnable"; - setarray $agit_ar02[1],2; //Global Variable - stopnpctimer; - end; -} - -arug_cas02,245,168,0 script 2nd Guardian Stone#aru02 844,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFYou will need the"; - mes "following materials to"; - mes "rebuild a destroyed"; - mes "Guardian Stone.^000000"; - next; - mes "1 Oridecon"; - mes "1 Elunium"; - mes "30 Stones"; - mes "5 Blue Gemstones"; - mes "5 Yellow Gemstones"; - mes "5 Red Gemstones"; - next; - mes "^3355FFDo you want to continue?^000000"; - switch(select("No:Continue")) { - case 1: - mes "^3355FFWork canceled.^000000"; - close; - case 2: - if ((countitem(984) > 0) && (countitem(985) > 0) && (countitem(7049) > 29) && (countitem(717) > 4) && (countitem(715) > 4) && (countitem(716) > 4)) { - mes "^3355FFArrange Stones, Elunium, and"; - mes "Oridecon, in that order, in the"; - mes "center. Then you must arrange"; - mes "the enchanted Gemstones to"; - mes "rebuild the Guardian Stone.^000000"; - next; - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFElunium has been"; - mes "placed in the center.^000000"; - next; - break; - case 2: - mes "^3355FFOridecon has been"; - mes "placed in the center.^000000"; - next; - break; - case 3: - mes "^3355FFStones have been"; - mes "placed in the center.^000000"; - set .@nice,.@nice+10; - next; - break; - } - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Elunium.^000000"; - set .@nice,.@nice+10; - next; - break; - case 2: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Oridecon.^000000"; - next; - break; - case 3: - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some Stones.^000000"; - next; - break; - } - switch(select("Elunium:Oridecon:Stone")) { - case 1: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Elunium.^000000"; - next; - break; - case 2: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Oridecon.^000000"; - set .@nice,.@nice+10; - next; - break; - case 3: - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some Stones.^000000"; - next; - break; - } - mes "^3355FFNow you need to arrange"; - mes "the enchanted Gemstones"; - mes "accordingly. You can identify"; - mes "their Magic properties by"; - mes "their casting effect.^000000"; - next; - while(1) { - if (.@roof0 > 7) { - break; - } - else { - switch(rand(1,3)) { - case 1: - specialeffect EF_BEGINSPELL2; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 2: - mes "^3355FFYou placed the Yellow Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 3: - mes "^3355FFYou placed the Blue Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - } - break; - case 2: - specialeffect EF_VOLCANO; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - case 2: - mes "^3355FFYou placed the Yellow Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 3: - mes "^3355FFYou placed the Blue Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - } - break; - case 3: - specialeffect EF_BEGINSPELL4; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; - next; - switch(select("Red Gemstone:Yellow Gemstone:Blue Gemstone")) { - case 1: - mes "^3355FFYou placed the Red Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - case 2: - mes "^3355FFYou placed the Yellow Gemstone.^000000"; - set .@nice,.@nice+10; - set .@roof0,.@roof0 + 1; - specialeffect EF_STEAL; - next; - break; - case 3: - mes "^3355FFYou placed the Blue Gemstone."; - mes "However, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; - close; - } - } - } - } - if (.@nice > 90) { - if ($agit_ar02[1] == 0) { - mes "^3355FFThe Guardian Stone"; - mes "Repair System has"; - mes "successfully completed.^000000"; - close; - } - else { - if (agitcheck2() == 0) { - mes "^3355FFIt is impossible to"; - mes "rebuild the Guardian"; - mes "Stone because the"; - mes "Emperium is not present.^000000"; - close; - } - else { - mes "^3355FFThe Gemstones have been"; - mes "arranged, and the Guardian"; - mes "Stone is successfully repaired.^000000"; - delitem 984,1; //Oridecon - delitem 985,1; //Elunium - delitem 7049,30; //Stone - delitem 717,5; //Blue_Gemstone - delitem 715,5; //Yellow_Gemstone - delitem 716,5; //Red_Gemstone - close2; - donpcevent "#aru02_df02::OnEnable"; - specialeffect EF_ICECRASH; - disablenpc "2nd Guardian Stone#aru02"; - setarray $agit_ar02[1],0; - set .@df_all,$agit_ar02[0]+$agit_ar02[1]; - if (.@df_all == 0) { - mapannounce "arug_cas02","Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00"; - donpcevent "#aru02_RL00::OnEnable"; - } - else { - mapannounce "arug_cas02","The 2nd Guardian Stone has been repaired successfully.",bc_map,"0x00ff00"; - } - if ($agit_ar02[5] == 1) { - donpcevent "#aru02_gard02::OnEnable"; - } - end; - } - } - } - else { - mes "^3355FFAfter all of that work..."; - mes "It looks like you failed"; - mes "to fix the Guardian Stone,"; - mes "and lost some materials.^000000"; - delitem 7049,10; //Stone - delitem 717,2; //Blue_Gemstone - delitem 715,2; //Yellow_Gemstone - delitem 716,2; //Red_Gemstone - close; - } - } - else { - mes "^3355FFYou don't have enough"; - mes "materials to repair"; - mes "the Guardian Stone.^000000"; - close; - } - } - } - end; - -OnInit: - disablenpc "2nd Guardian Stone#aru02"; - end; - -OnEnable: - enablenpc "2nd Guardian Stone#aru02"; - specialeffect EF_MAPPILLAR2; - end; - -OnDisable: - disablenpc "2nd Guardian Stone#aru02"; - end; -} - -arug_cas02,2,1,0 script #aru02_RL00 -1,{ -OnEnable: - setwall "arug_cas02",136,136,8,6,0,"aru02_RL00"; - guardian "arug_cas02",137,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //24; - guardian "arug_cas02",139,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //25; - guardian "arug_cas02",141,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //26; - guardian "arug_cas02",143,137," ",1905,"#aru02_RL00::OnBarrierDestroyed"; //27; - end; - -OnDisable: - delwall "aru02_RL00"; - killmonster "arug_cas02","#aru02_RL00::OnBarrierDestroyed"; - end; - -OnBarrierDestroyed: - end; -} - -arug_cas02,2,2,0 script #aru02_RL01 -1,{ -OnEnable: - set .MyMobCount,6; - setwall "arug_cas02",150,223,12,6,1,"aru02_RL01"; - guardian "arug_cas02",151,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //28; - guardian "arug_cas02",153,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //29; - guardian "arug_cas02",155,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //30; - guardian "arug_cas02",157,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //31; - guardian "arug_cas02",159,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //32; - guardian "arug_cas02",161,222," ",1905,"#aru02_RL01::OnBarrierDestroyed"; //33; - end; - -OnBarrierDestroyed: - set .MyMobCount,.MyMobCount-1; - if (.MyMobCount == 0) { - setarray $agit_ar02[2],1; - mapannounce "arug_cas02","The 1st Fortress Gate is destroyed.",bc_map,"0x00ff00"; - delwall "aru02_RL01"; - } - end; - -OnDisable: - delwall "aru02_RL01"; - killmonster "arug_cas02","#aru02_RL01::OnBarrierDestroyed"; - end; -} - -arug_cas02,2,3,0 script #aru02_RL02 -1,{ -OnEnable: - set .MyMobCount,6; - setwall "arug_cas02",125,342,8,0,1,"aru02_RL02"; - guardian "arug_cas02",126,343," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //34; - guardian "arug_cas02",126,345," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //35; - guardian "arug_cas02",126,347," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //36; - guardian "arug_cas02",127,344," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //37; - guardian "arug_cas02",127,346," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //38; - guardian "arug_cas02",127,348," ",1905,"#aru02_RL02::OnBarrierDestroyed"; //39; - end; - -OnBarrierDestroyed: - set .MyMobCount,.MyMobCount-1; - if (.MyMobCount == 0) { - setarray $agit_ar02[3],1; - mapannounce "arug_cas02","The 2nd Fortress Gate is destroyed.",bc_map,"0x00ff00"; - delwall "aru02_RL02"; - } - end; - -OnDisable: - delwall "aru02_RL02"; - killmonster "arug_cas02","#aru02_RL02::OnBarrierDestroyed"; - end; -} - -arug_cas02,2,4,0 script #aru02_RL03 -1,{ -OnEnable: - set .MyMobCount,4; - setwall "arug_cas02",38,314,12,6,1,"aru02_RL03"; - guardian "arug_cas02",40,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //40; - guardian "arug_cas02",42,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //41; - guardian "arug_cas02",44,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //42; - guardian "arug_cas02",46,315," ",1905,"#aru02_RL03::OnBarrierDestroyed"; //43; - end; - -OnBarrierDestroyed: - set .MyMobCount,.MyMobCount-1; - if (.MyMobCount == 0) { - setarray $agit_ar02[4],1; - mapannounce "arug_cas02","The 3rd Fortress Gate is destroyed!",bc_map,"0x00ff00"; - delwall "aru02_RL03"; - } - end; - -OnDisable: - delwall "aru02_RL03"; - killmonster "arug_cas02","#aru02_RL03::OnBarrierDestroyed"; - end; -} - -arug_cas02,143,228,0 script Control Device01#aru02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { - if ($agit_ar02[2] == 2) { - mes "^3355FFDemolished Fortress"; - mes "Gates can be repaired,"; - mes "but you will need to gather"; - mes "the following materials.^000000"; - next; - mes "^4D4DFF10 Steel^000000,"; - mes "^4D4DFF30 Trunks^000000,"; - mes "^4D4DFF5 Oridecon^000000, and"; - mes "^4D4DFF10 Emveretarcon^000000."; - next; - select("Continue"); - if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) { - mes "^3355FFYou will need Trunks to"; - mes "repair the support frame,"; - mes "Oridecon to enhance the"; - mes "gate's endurance, and"; - mes "Emveretarcon to basically"; - mes "hold everything together.^000000"; - next; - set .@ro_of01,rand(10,15); - while(1) { - if (.@ro_of02 == .@ro_of01) { - break; - } - else { - switch(rand(1,4)) { - case 1: - mes "^3355FFThe support frame"; - mes "is badly damaged:"; - mes "fixing this part"; - mes "is a top priority.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFThe frame has been"; - mes "reinforced with wood.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 2: - mes "^3355FFIt looks like the gate's"; - mes "overall endurance needs to"; - mes "be reinforced with something.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood"; - mes "to reinforce the gate.^000000"; - set .@ro_of02,.@ro_of02 + 1; - next; - break; - case 2: - mes "^3355FFYou tried using steel"; - mes "to reinforce the gate, but"; - mes "it's not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou hammered the"; - mes "oridecon: it looks"; - mes "like this will work.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - } - break; - case 3: - mes "^3355FFThe damage to the gate"; - mes "has caused all these"; - mes "cracks. You'll have to"; - mes "weld them solid somehow.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou used steel to weld"; - mes "all the cracks: the gate is"; - mes "is starting to look more solid.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 4: - mes "^3355FFNow you need to make"; - mes "sure that the gate is held"; - mes "together pretty solidly.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou successfully used"; - mes "the emveretarcon to repair"; - mes "much of the gate's damage.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - } - } - } - mes "^3355FFWell, it looks like"; - mes "you're just about done"; - mes "with repairing the gate.^000000"; - next; - if (agitcheck2() == 0) { - mes "^3355FFUnfortunately, the Fortress"; - mes "Gate can't be reconstructed:"; - mes "the Emperium is no longer here.^000000"; - close; - } - else { - if (.@rp_temp == .@ro_of01) { - mes "^3355FFThe Fortress Gate has"; - mes "been successfully repaired!^000000"; - delitem 1019,30; //Wooden_Block - delitem 999,10; //Steel - delitem 1011,10; //Emveretarcon - delitem 984,5; //Oridecon - close2; - donpcevent "#aru02_RL01::OnEnable"; - disablenpc "Control Device01#aru02"; - mapannounce "arug_cas02","The 1st Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; - setarray $agit_ar02[2],0; - end; - } - else { - mes "^3355FFThe wall has been breached,"; - mes "and the attempt to repair the"; - mes "Fortress Gate has failed."; - mes "You lost some of your"; - mes "repair resources...^000000"; - delitem 984,2; //Oridecon - delitem 999,4; //Steel - delitem 1019,14; //Wooden_Block - delitem 1011,3; //Emveretarcon - close; - } - } - } - else { - mes "^3355FFYou can't attempt to repair"; - mes "the Fortress Gate if you don't"; - mes "have all the needed materials.^000000"; - close; - } - } - } - } - end; - -OnInit: - disablenpc "Control Device01#aru02"; - end; - -OnEnable: - enablenpc "Control Device01#aru02"; - end; - -OnDisable: - disablenpc "Control Device01#aru02"; - end; -} - -arug_cas02,118,356,0 script Control Device02#aru02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { - if ($agit_ar02[3] == 2) { - mes "^3355FFDemolished Fortress"; - mes "Gates can be repaired,"; - mes "but you will need to gather"; - mes "the following materials.^000000"; - next; - mes "^4D4DFF10 Steel^000000,"; - mes "^4D4DFF30 Trunks^000000,"; - mes "^4D4DFF5 Oridecon^000000, and"; - mes "^4D4DFF10 Emveretarcon^000000."; - next; - select("Continue"); - if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) { - mes "^3355FFYou will need Trunks to"; - mes "repair the support frame,"; - mes "Oridecon to enhance the"; - mes "gate's endurance, and"; - mes "Emveretarcon to basically"; - mes "hold everything together.^000000"; - next; - set .@ro_of01,rand(10,15); - while(1) { - if (.@ro_of02 == .@ro_of01) { - break; - } - else { - switch(rand(1,4)) { - case 1: - mes "^3355FFThe support frame"; - mes "is badly damaged:"; - mes "fixing this part"; - mes "is a top priority.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFThe frame has been"; - mes "reinforced with wood.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 2: - mes "^3355FFIt looks like the gate's"; - mes "overall endurance needs to"; - mes "be reinforced with something.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood"; - mes "to reinforce the gate.^000000"; - set .@ro_of02,.@ro_of02 + 1; - next; - break; - case 2: - mes "^3355FFYou tried using steel"; - mes "to reinforce the gate, but"; - mes "it's not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou hammered the"; - mes "oridecon: it looks"; - mes "like this will work.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - } - break; - case 3: - mes "^3355FFThe damage to the gate"; - mes "has caused all these"; - mes "cracks. You'll have to"; - mes "weld them solid somehow.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou used steel to weld"; - mes "all the cracks: the gate is"; - mes "is starting to look more solid.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 4: - mes "^3355FFNow you need to make"; - mes "sure that the gate is held"; - mes "together pretty solidly.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou successfully used"; - mes "the emveretarcon to repair"; - mes "much of the gate's damage.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - } - } - } - mes "^3355FFWell, it looks like"; - mes "you're just about done"; - mes "with repairing the gate.^000000"; - next; - if (agitcheck2() == 0) { - mes "^3355FFUnfortunately, the Fortress"; - mes "Gate can't be reconstructed:"; - mes "the Emperium is no longer here.^000000"; - close; - } - else { - if (.@rp_temp == .@ro_of01) { - mes "^3355FFThe Fortress Gate has"; - mes "been successfully repaired!^000000"; - delitem 1019,30; //Wooden_Block - delitem 999,10; //Steel - delitem 1011,10; //Emveretarcon - delitem 984,5; //Oridecon - close2; - donpcevent "#aru02_RL02::OnEnable"; - disablenpc "Control Device02#aru02"; - mapannounce "arug_cas02","The 2nd Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; - setarray $agit_ar02[3],0; //Global Variable - setarray $agit_ar02[2],2; //Global Variable - donpcevent "Control Device01#aru02::OnEnable"; - end; - } - else { - mes "^3355FFThe wall has been breached,"; - mes "and the attempt to repair the"; - mes "Fortress Gate has failed."; - mes "You lost some of your"; - mes "repair resources...^000000"; - delitem 984,2; //Oridecon - delitem 999,4; //Steel - delitem 1019,14; //Wooden_Block - delitem 1011,3; //Emveretarcon - close; - } - } - } - else { - mes "^3355FFYou can't attempt to repair"; - mes "the Fortress Gate if you don't"; - mes "have all the needed materials.^000000"; - close; - } - } - } - } - end; - -OnInit: - disablenpc "Control Device02#aru02"; - end; - -OnEnable: - enablenpc "Control Device02#aru02"; - end; - -OnDisable: - disablenpc "Control Device02#aru02"; - end; -} - -arug_cas02,56,308,0 script Control Device03#aru02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { - if ($agit_ar02[4] == 2) { - mes "^3355FFDemolished Fortress"; - mes "Gates can be repaired,"; - mes "but you will need to gather"; - mes "the following materials.^000000"; - next; - mes "^4D4DFF10 Steel^000000,"; - mes "^4D4DFF30 Trunks^000000,"; - mes "^4D4DFF5 Oridecon^000000, and"; - mes "^4D4DFF10 Emveretarcon^000000."; - next; - select("Continue"); - if ((countitem(1019) > 29) && (countitem(999) > 9) && (countitem(1011) > 9) && (countitem(984) > 4)) { - mes "^3355FFYou will need Trunks to"; - mes "repair the support frame,"; - mes "Oridecon to enhance the"; - mes "gate's endurance, and"; - mes "Emveretarcon to basically"; - mes "hold everything together.^000000"; - next; - set .@ro_of01,rand(10,15); - while(1) { - if (.@ro_of02 == .@ro_of01) { - break; - } - else { - switch(rand(1,4)) { - case 1: - mes "^3355FFThe support frame"; - mes "is badly damaged:"; - mes "fixing this part"; - mes "is a top priority.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFThe frame has been"; - mes "reinforced with wood.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 2: - mes "^3355FFIt looks like the gate's"; - mes "overall endurance needs to"; - mes "be reinforced with something.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood"; - mes "to reinforce the gate.^000000"; - set .@ro_of02,.@ro_of02 + 1; - next; - break; - case 2: - mes "^3355FFYou tried using steel"; - mes "to reinforce the gate, but"; - mes "it's not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou hammered the"; - mes "oridecon: it looks"; - mes "like this will work.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - } - break; - case 3: - mes "^3355FFThe damage to the gate"; - mes "has caused all these"; - mes "cracks. You'll have to"; - mes "weld them solid somehow.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou used steel to weld"; - mes "all the cracks: the gate is"; - mes "is starting to look more solid.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; - close; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - break; - case 4: - mes "^3355FFNow you need to make"; - mes "sure that the gate is held"; - mes "together pretty solidly.^000000"; - next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { - case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; - close; - case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - case 3: - mes "^3355FFYou successfully used"; - mes "the emveretarcon to repair"; - mes "much of the gate's damage.^000000"; - set .@rp_temp,.@rp_temp + 1; - set .@ro_of02,.@ro_of02 + 1; - specialeffect2 EF_REPAIRWEAPON; - next; - break; - case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; - close; - } - } - } - } - mes "^3355FFWell, it looks like"; - mes "you're just about done"; - mes "with repairing the gate.^000000"; - next; - if (agitcheck2() == 0) { - mes "^3355FFUnfortunately, the Fortress"; - mes "Gate can't be reconstructed:"; - mes "the Emperium is no longer here.^000000"; - close; - } - else { - if (.@rp_temp == .@ro_of01) { - mes "^3355FFThe Fortress Gate has"; - mes "been successfully repaired!^000000"; - delitem 1019,30; //Wooden_Block - delitem 999,10; //Steel - delitem 1011,10; //Emveretarcon - delitem 984,5; //Oridecon - close2; - donpcevent "#aru02_RL03::OnEnable"; - disablenpc "Control Device03#aru02"; - mapannounce "arug_cas02","The 3rd Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; - setarray $agit_ar02[4],0; - setarray $agit_ar02[3],2; - donpcevent "Control Device02#aru02::OnEnable"; - end; - } - else { - mes "^3355FFThe wall has been breached,"; - mes "and the attempt to repair the"; - mes "Fortress Gate has failed."; - mes "You lost some of your"; - mes "repair resources...^000000"; - delitem 984,2; //Oridecon - delitem 999,4; //Steel - delitem 1019,14; //Wooden_Block - delitem 1011,3; //Emveretarcon - close; - } - } - } - else { - mes "^3355FFYou can't attempt to repair"; - mes "the Fortress Gate if you don't"; - mes "have all the needed materials.^000000"; - close; - } - } - } - } - end; - -OnInit: - disablenpc "Control Device03#aru02"; - end; - -OnEnable: - enablenpc "Control Device03#aru02"; - end; - -OnDisable: - disablenpc "Control Device03#aru02"; - end; -} - -// Link Flags -arug_cas02,98,270,0 script LF-01#arug_cas02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("First Gate House:Second Gate House:Cancel")) { - case 1: - warp "arug_cas02",10,187; - end; - case 2: - warp "arug_cas02",268,187; - end; - case 3: - close; - } - } - end; -} - -arug_cas02,98,266,0 script LF-02#arug_cas02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Defense Area 1-1:Defense Area 1-2:Cancel")) { - case 1: - warp "arug_cas02",66,31; - end; - case 2: - warp "arug_cas02",212,31; - end; - case 3: - close; - } - } - end; -} - -arug_cas02,98,262,0 script LF-03#arug_cas02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Defense Area 1-3:Defense Area 1-4:Cancel")) { - case 1: - warp "arug_cas02",90,120; - end; - case 2: - warp "arug_cas02",188,119; - end; - case 3: - close; - } - } - end; -} - -arug_cas02,98,258,0 script LF-04#arug_cas02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Defense Area 2-1:Defense Area 2-2:Cancel")) { - case 1: - warp "arug_cas02",119,183; - end; - case 2: - warp "arug_cas02",159,183; - end; - case 3: - close; - } - } - end; -} - -arug_cas02,98,253,0 script LF-05#arug_cas02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Defense Area 2-3:Defense Area 2-4:Cancel")) { - case 1: - warp "arug_cas02",156,324; - end; - case 2: - warp "arug_cas02",174,372; - end; - case 3: - close; - } - } - end; -} - -arug_cas02,98,249,0 script LF-06#arug_cas02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Defense Area 3-1:Defense Area 3-2:Cancel")) { - case 1: - warp "arug_cas02",28,325; - end; - case 2: - warp "arug_cas02",57,325; - end; - case 3: - close; - } - } - end; -} - -arug_cas02,98,245,0 script LF-07#arug_cas02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; - switch(select("Center 2nd Area:Center 3rd Area:Cancel")) { - case 1: - warp "arug_cas02",156,263; - end; - case 2: - warp "arug_cas02",43,354; - end; - case 3: - close; - } - } - end; -} - -arug_cas02,98,241,0 script LF-08#arug_cas02 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Would"; - mes "you like to teleport to the"; - mes "Convenience Facility for"; - mes "guild members?^000000"; - switch(select("Go to Convenience Facility:Cancel")) { - case 1: - warp "arug_cas02",387,323; - end; - case 2: - close; - } - } - end; -} - -arug_cas02,216,92,0 script Cyr#LF_ar02_1::LF_ar02_1 111,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Would"; - mes "you like to teleport to"; - mes "the Emperium Center?^000000"; - switch(select("Teleport:Cancel")) { - case 1: - warp "arug_cas02",43,256; - end; - case 2: - close; - } - } - end; -} - +- duplicate(Manager#template) Manager#arug_cas02 -1 +- duplicate(gard#template) gard1#arug_cas02 -1 +- duplicate(gard#template) gard2#arug_cas02 -1 +- duplicate(df#template) df1#arug_cas02 -1 +- duplicate(df#template) df2#arug_cas02 -1 +- duplicate(RL#template) RL0#arug_cas02 -1 +- duplicate(RL#template) RL1#arug_cas02 -1 +- duplicate(RL#template) RL2#arug_cas02 -1 +- duplicate(RL#template) RL3#arug_cas02 -1 + +arug_cas02,303,341,3 duplicate(Steward#template) Steward#ar02 55 +arug_cas02,38,259,5 duplicate(Guardian#template) Yumenes#ar02 868 +arug_cas02,354,326,3 duplicate(Kafra#template) Kafra Employee#ar02 117 +arug_cas02,33,168,0 duplicate(Guardian Stone#template) 1st Guardian Stone#ar02 844 +arug_cas02,245,168,0 duplicate(Guardian Stone#template) 2nd Guardian Stone#ar02 844 +arug_cas02,143,228,0 duplicate(Control#template) Control Device01#ar02 111 +arug_cas02,118,356,0 duplicate(Control#template) Control Device02#ar02 111 +arug_cas02,56,308,0 duplicate(Control#template) Control Device03#ar02 111 +arug_cas02,386,227,0 duplicate(Switch#template) #aru02_switch 111 +arug_cas02,350,294,3 duplicate(Sunflower#template) Mysterious Sunflower#07 977 + +arug_cas02,98,270,0 script LF-01#arug_cas02 111,{ callfunc "LinkFlag","First Gate House",10,187,"Second Gate House",268,187; } +arug_cas02,98,266,0 script LF-02#arug_cas02 111,{ callfunc "LinkFlag","Defense Area 1-1",66,31,"Defense Area 1-2",212,31; } +arug_cas02,98,262,0 script LF-03#arug_cas02 111,{ callfunc "LinkFlag","Defense Area 1-3",90,120,"Defense Area 1-4",188,119; } +arug_cas02,98,258,0 script LF-04#arug_cas02 111,{ callfunc "LinkFlag","Defense Area 2-1",119,183,"Defense Area 2-2",159,183; } +arug_cas02,98,253,0 script LF-05#arug_cas02 111,{ callfunc "LinkFlag","Defense Area 2-3",156,324,"Defense Area 2-4",174,372; } +arug_cas02,98,249,0 script LF-06#arug_cas02 111,{ callfunc "LinkFlag","Defense Area 3-1",28,325,"Defense Area 3-2",57,325; } +arug_cas02,98,245,0 script LF-07#arug_cas02 111,{ callfunc "LinkFlag","Center 2nd Area",156,263,"Center 3rd Area",43,354; } +arug_cas02,98,241,0 script LF-08#arug_cas02 111,{ callfunc "LinkFlag","Convenience Facility",387,323; } +arug_cas02,216,92,0 script Cyr#LF_ar02_1::LF_ar02_1 111,{ callfunc "LinkFlag","Emperium Center",43,256; } arug_cas02,63,92,0 duplicate(LF_ar02_1) Cyr#LF_ar02_2 111 arug_cas02,127,133,4 duplicate(LF_ar02_1) Cyr#LF_ar02_3 111 arug_cas02,152,133,4 duplicate(LF_ar02_1) Cyr#LF_ar02_4 111 @@ -2192,732 +51,32 @@ arug_cas02,49,317,0 duplicate(LF_ar02_1) Cyr#LF_ar02_9 111 arug_cas02,30,317,0 duplicate(LF_ar02_1) Cyr#LF_ar02_10 111 arug_cas02,9,190,0 duplicate(LF_ar02_1) Cyr#LF_ar02_11 111 arug_cas02,271,190,0 duplicate(LF_ar02_1) Cyr#LF_ar02_12 111 - arug_cas02,129,178,4 script Cyr#LF_ar02_13::LF_ar02_2 722,{ - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Would"; - mes "you like to teleport to"; - mes "the Emperium Center?^000000"; - switch(select("Teleport:Cancel")) { - case 1: - warp "arug_cas02",43,256; - end; - case 2: - close; - } - } + callfunc "LinkFlag","Emperium Center",43,256; end; - OnInterIfInitOnce: OnRecvCastleAr02: FlagEmblem GetCastleData("arug_cas02",1); end; } - arug_cas02,149,178,4 duplicate(LF_ar02_2) Cyr#LF_ar02_14 722 arug_cas02,132,38,4 duplicate(LF_ar02_2) Cyr#LF_ar02_15 722 arug_cas02,147,38,4 duplicate(LF_ar02_2) Cyr#LF_ar02_16 722 -// Guild Manager -arug_cas02,303,341,3 script Steward#aru02 55,{ - set .@GID, GetCastleData("arug_cas02",1); - if (.@GID == 0) { - mes "[ Steward ]"; - mes "I await for the master"; - mes "whom destiny will choose"; - mes "for me. Do you think you"; - mes "have to courage and strength"; - mes "to conquer this stronghold?"; - close; - } - if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) { - mes "[ Steward ]"; - mes "Hmpf. Your threats don't"; - mes "scare me! Guardians, drive"; - mes "this infidel away from here!"; - mes "I will always be loyal to the"; - mes "master of this stronghold,"; - mes "the one and only ^FF0000" + getguildmaster(.@GID) + "^000000."; - close; - } - mes "[ Steward ]"; - mes "Ah, Master ^FF0000" + getguildmaster(.@GID) + "^000000..."; - mes "How shall I serve you today?"; - mes "Was there an aspect of this"; - mes "stronghold's maintenance"; - mes "you wanted to discuss?"; - next; - switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) { - case 1: - mes "[ Steward ]"; - mes "The Commercial Growth"; - mes "Level of the stronghold is ^0000ff" + GetCastleData("arug_cas02",2) + "."; - if (GetCastleData("arug_cas02",4) > 0) { - mes "Last time, you invested in"; - mes "Commercial Growth " + GetCastleData("arug_cas02",4) + "."; - } - next; - mes "[ Steward ]"; - mes "Our stronghold's"; - mes "safeguard level is " + GetCastleData("arug_cas02",3) + "."; - if (GetCastleData("arug_cas02",5) > 0) { - mes "Last time, you invested"; - mes "in defense " + GetCastleData("arug_cas02",5) + " times."; - } - mes " "; - mes "That is all, master."; - close; - case 2: - set .@Economy,GetCastleData("arug_cas02",2); - if (.@Economy < 6) { set .@eco_invest,5000; } - else if ((.@Economy >= 6) && (.@Economy <= 10)) { set .@eco_invest,10000; } - else if ((.@Economy >= 11) && (.@Economy <= 15)) { set .@eco_invest,20000; } - else if ((.@Economy >= 16) && (.@Economy <= 20)) { set .@eco_invest,35000; } - else if ((.@Economy >= 21) && (.@Economy <= 25)) { set .@eco_invest,55000; } - else if ((.@Economy >= 26) && (.@Economy <= 30)) { set .@eco_invest,80000; } - else if ((.@Economy >= 31) && (.@Economy <= 35)) { set .@eco_invest,110000; } - else if ((.@Economy >= 36) && (.@Economy <= 40)) { set .@eco_invest,145000; } - else if ((.@Economy >= 41) && (.@Economy <= 45)) { set .@eco_invest,185000; } - else if ((.@Economy >= 46) && (.@Economy <= 50)) { set .@eco_invest,230000; } - else if ((.@Economy >= 51) && (.@Economy <= 55)) { set .@eco_invest,280000; } - else if ((.@Economy >= 56) && (.@Economy <= 60)) { set .@eco_invest,335000; } - else if ((.@Economy >= 61) && (.@Economy <= 65)) { set .@eco_invest,395000; } - else if ((.@Economy >= 66) && (.@Economy <= 70)) { set .@eco_invest,460000; } - else if ((.@Economy >= 71) && (.@Economy <= 75)) { set .@eco_invest,530000; } - else if ((.@Economy >= 76) && (.@Economy <= 80)) { set .@eco_invest,605000; } - else if ((.@Economy >= 81) && (.@Economy <= 85)) { set .@eco_invest,685000; } - else if ((.@Economy >= 86) && (.@Economy <= 90)) { set .@eco_invest,770000; } - else if ((.@Economy >= 91) && (.@Economy <= 95)) { set .@eco_invest,860000; } - else if ((.@Economy >= 96) && (.@Economy <= 100)) { set .@eco_invest,955000; } - //Quadruple the cost of investing if you've already invested once. - if (GetCastleData("arug_cas02",4)) { - set .@eco_invest,.@eco_invest*4; - } - mes "[ Steward ]"; - mes "Raising the stronghold's"; - mes "commercial growth will"; - mes "increase the quantity of"; - mes "goods produced for the guild."; - mes "Investing in commercial growth"; - mes "will help the guild's future."; - next; - mes "[ Steward ]"; - mes "You can make one investment"; - mes "each day, but if you can make"; - mes "two investments if you pay"; - mes "more zeny: this will speed"; - mes "up commercial development,"; - mes "but can be quite expensive."; - next; - if (.@Economy == 100) { - mes "[ Steward ]"; - mes "However, our stronghold's"; - mes "commerical growth level is"; - mes "at 100%. It's not possible to"; - mes "develop commercial growth"; - mes "any further than that."; - close; - } - if (GetCastleData("arug_cas02",4) >= 2) { - mes "[ Steward ]"; - mes "You've already made two"; - mes "investments today, so you'll"; - mes "have to wait until tomorrow"; - mes "to make another investment."; - close; - } - if (GetCastleData("arug_cas02",4) == 0) { - mes "[ Steward ]"; - mes "You must pay ^FF0000" + .@eco_invest + "^000000 zeny"; - mes "to make an investment"; - mes "Will you invest in this"; - mes "stronghold's commerical"; - mes "development now?"; - } - else { - mes "[ Steward ]"; - mes "You must pay ^FF0000" + .@eco_invest + "^000000"; - mes "more zeny to make a second"; - mes "investment today. Will you"; - mes "invest one more time?"; - } - next; - switch(select("Invest in Commercial Growth:Cancel")) { - case 1: - if (GetCastleData("arug_cas02",4) >= 2) { - mes "[ Steward ]"; - mes "You've already made two"; - mes "investments today, so you'll"; - mes "have to wait until tomorrow"; - mes "to make another investment."; - close; - } - if (Zeny < .@eco_invest) { - mes "[ Steward ]"; - mes "I'm sorry, Master, but"; - mes "you do not have enough"; - mes "zeny to make an investment"; - mes "for the guild today."; - close; - } - set zeny,zeny-.@eco_invest; - SetCastleData "arug_cas02",4,GetCastleData("arug_cas02",4)+1; - mes "[ Steward ]"; - mes "A wise use of the guild's"; - mes "funds, Master. We can expect"; - mes "to see the results of this"; - mes "investment by tomorrow."; - close; - case 2: - mes "[ Steward ]"; - mes "As you command, Master."; - close; - } - case 3: - set .@Defence,GetCastleData("arug_cas02",3); - if (.@Defence < 6) { set .@def_invest,10000; } - else if ((.@Defence >= 6) && (.@Defence <= 10)) { set .@def_invest,20000; } - else if ((.@Defence >= 11) && (.@Defence <= 15)) { set .@def_invest,40000; } - else if ((.@Defence >= 16) && (.@Defence <= 20)) { set .@def_invest,70000; } - else if ((.@Defence >= 21) && (.@Defence <= 25)) { set .@def_invest,110000; } - else if ((.@Defence >= 26) && (.@Defence <= 30)) { set .@def_invest,160000; } - else if ((.@Defence >= 31) && (.@Defence <= 35)) { set .@def_invest,220000; } - else if ((.@Defence >= 36) && (.@Defence <= 40)) { set .@def_invest,290000; } - else if ((.@Defence >= 41) && (.@Defence <= 45)) { set .@def_invest,370000; } - else if ((.@Defence >= 46) && (.@Defence <= 50)) { set .@def_invest,460000; } - else if ((.@Defence >= 51) && (.@Defence <= 55)) { set .@def_invest,560000; } - else if ((.@Defence >= 56) && (.@Defence <= 60)) { set .@def_invest,670000; } - else if ((.@Defence >= 61) && (.@Defence <= 65)) { set .@def_invest,790000; } - else if ((.@Defence >= 66) && (.@Defence <= 70)) { set .@def_invest,920000; } - else if ((.@Defence >= 71) && (.@Defence <= 75)) { set .@def_invest,1060000; } - else if ((.@Defence >= 76) && (.@Defence <= 80)) { set .@def_invest,1210000; } - else if ((.@Defence >= 81) && (.@Defence <= 85)) { set .@def_invest,1370000; } - else if ((.@Defence >= 86) && (.@Defence <= 90)) { set .@def_invest,1540000; } - else if ((.@Defence >= 91) && (.@Defence <= 95)) { set .@def_invest,1720000; } - else if ((.@Defence >= 96) && (.@Defence <= 100)) { set .@def_invest,1910000; } - //Quadruple the cost of investing if you've already invested once. - if (GetCastleData("arug_cas02",5)) { - set .@def_invest,.@def_invest*4; - } - mes "[ Steward ]"; - mes "Investing in our stronghold's"; - mes "defense will enhance the"; - mes "durability of our Guardians"; - mes "and the Emperium. We'll need"; - mes "every advantage to protect"; - mes "ourselves from our enemies."; - next; - mes "[ Steward ]"; - mes "You can invest in defense"; - mes "once per day, but if you pay"; - mes "more zeny, you can invest"; - mes "a maximum of two times daily."; - next; - mes "[ Steward ]"; - if (GetCastleData("arug_cas02",3) == 100) { - mes "The Defense Level of this"; - mes "stronghold is 100%, and"; - mes "cannot be increased further."; - close; - } - if (GetCastleData("arug_cas02",5) >= 2) { - mes "Master, you've already"; - mes "invested in Defense twice"; - mes "today. You'll need to wait"; - mes "until tomorrow if you really"; - mes "want to increase our defenses."; - close; - } - if (GetCastleData("arug_cas02",5) == 0) { - mes "We need ^FF0000" + .@def_invest + "^000000"; - mes "zeny to invest in our"; - mes "stronghold's defenses."; - mes "Will you invest now?"; - } - else { - mes "We need ^FF0000" + .@def_invest + "^000000"; - mes "zeny to invest in our"; - mes "stronghold's defenses"; - mes "a second time today."; - mes "Will you invest now?"; - } - next; - switch(select("Invest in Defense:Cancel")) { - case 1: - if (GetCastleData("arug_cas02",5) >= 2) { - mes "[ Steward ]"; - mes "Master, you've already"; - mes "invested in Defense twice"; - mes "today. You'll need to wait"; - mes "until tomorrow if you really"; - mes "want to increase our defenses."; - close; - } - if (Zeny < .@def_invest) { - mes "[ Steward ]"; - mes "I'm sorry, Master, but"; - mes "you do not have enough"; - mes "zeny to make an investment"; - mes "for the guild today."; - close; - } - set zeny,zeny-.@def_invest; - SetCastleData "arug_cas02",5,GetCastleData("arug_cas02",5)+1; - mes "[ Steward ]"; - mes "A wise use of the guild's"; - mes "funds, Master. Increasing"; - mes "the frequency of treasure"; - mes "procured by the guild will"; - mes "definitely help us all."; - close; - case 2: - mes "[ Steward ]"; - mes "As you command, Master."; - close; - } - case 4: - if (GetCastleData("arug_cas02",9) == 1) { - mes "[ Steward ]"; - mes "Do you wish to dismiss"; - mes "the Kafra Employee that"; - mes "we've hired for the guild?"; - next; - switch(select("Dismiss:Cancel")) { - case 1: - cutin "kafra_01",2; - mes "[ Hired Kafra Employee ]"; - mes "Master, please reconsider!"; - mes "I've been working very hard"; - mes "for the success of the guild!"; - mes "I'll try harder to serve the"; - mes "guild members of this"; - mes "stronghold, I promise!"; - next; - switch(select("Dismiss:Cancel")) { - case 1: - mes "[ Hired Kafra Employee ]"; - mes "Why?! What have I done"; - mes "to deserve this? Waaah~!"; - next; - cutin "kafra_01",255; - break; - case 2: - mes "[ Hired Kafra Employee ]"; - mes "Thank you, Master!"; - mes "I'll obey your every"; - mes "command as best I can!"; - mes "You won't regret this!"; - close; - } - break; - case 2: - mes "[ Steward ]"; - mes "She works very hard,"; - mes "in my opinion. It was in"; - mes "all of our best interests to"; - mes "allow her to stay with us."; - close; - } - disablenpc "Kafra Employee#aru02"; - SetCastleData "arug_cas02",9,0; - mes "[ Steward ]"; - mes "That Kafra Employee"; - mes "has been dismissed."; - mes "Were really dissatisfied"; - mes "by the quality of her service?"; - close; - } - else { - mes "[ Steward ]"; - mes "Will you hire a"; - mes "Kafra Employee to serve"; - mes "our stronghold? You must"; - mes "pay ^FF000010,000 zeny^000000 to hire one."; - next; - switch(select("Hire:Cancel")) { - case 1: - if (getgdskilllv(.@GID,10001) == 0) { - mes "[ Steward ]"; - mes "Master, we cannot hire a"; - mes "Kafra Employee because"; - mes "you have not yet attained"; - mes "the ^FF0000Contract with Kafra^000000"; - mes "guild skill."; - close; - } - if (Zeny < 10000) { - mes "[ Steward ]"; - mes "Master, we cannot hire a"; - mes "Kafra Employee because"; - mes "we do not have enough"; - mes "funds to pay the contract fee."; - close; - } - set zeny,zeny-10000; - enablenpc "Kafra Employee#aru02"; - SetCastleData "arug_cas02",9,1; - mes "[ Steward ]"; - mes "Very well. We have formed"; - mes "a contract with the Kafra"; - mes "Head Office, and hired a"; - mes "Kafra Employee for our"; - mes "stronghold. Here she is~"; - next; - cutin "kafra_01",2; - mes "[ Hired Kafra Employee ]"; - mes "How do you do? I've"; - mes "been dispatched by the"; - mes "Kafra Head Office to"; - mes "serve your guild's needs."; - mes "I'll do my best to follow"; - mes "your every command, Master."; - next; - cutin "kafra_01",255; - mes "[ Steward ]"; - mes "Our contract will expire"; - mes "after one month, so we must"; - mes "pay additional fees to keep"; - mes "this Kafra Employee in"; - mes "the service of our guild."; - close; - case 2: - mes "[ Steward ]"; - mes "As you command, Master."; - mes "However, I suggest hiring"; - mes "a Kafra Employee as soon"; - mes "as possible since our guild"; - mes "would greatly benefit from"; - mes "the convenient Kafra services."; - close; - } - } - case 5: - mes "[ Steward ]"; - mes "Do you wish to enter the"; - mes "Guild Treasure Room?"; - mes "Only you, the Guild Master,"; - mes "are permitted to enter."; - next; - mes "[ Steward ]"; - mes "Please remember to open"; - mes "the Treasure Boxes at the"; - mes "proper time. Otherwise, the"; - mes "treasure may disappear if"; - mes "something unexpected happens."; - next; - switch(select("Go to Treasure Room:Cancel")) { - case 1: - mes "[ Steward ]"; - mes "Allow me to guide you"; - mes "on the secret path to"; - mes "the Treasure Room."; - mes "Press the secret switch"; - mes "when you wish to return here."; - close2; - warp "arug_cas02",382,227; - end; - case 2: - mes "[ Steward ]"; - mes "Items in the Treasure Room"; - mes "are produced once each day."; - mes "Therefore, you must obtain"; - mes "the treasure items everyday."; - mes "For the sake of the guild,"; - mes "prioritize treasure harvesting!"; - close; - } - } - -Onstop: - stopnpctimer; - end; - -OnStartArena: - set .@GID,getcharid(2); - // Lower castle Economy - set .@Economy,GetCastleData("arug_cas02",2) - 5; - if (.@Economy < 0) set .@Economy, 0; - SetCastleData "arug_cas02", 2, .@Economy; - // Lower Castle Defence - set .@Defence,GetCastleData("arug_cas02",3) - 5; - if (.@Defence < 0) set .@Defence, 0; - SetCastleData "arug_cas02", 3, .@Defence; - // Set new owner - SetCastleData "arug_cas02",1, .@GID; - // Clear castle's data. - for( set .@i, 4; .@i <= 9; set .@i, .@i+1 ) - SetCastleData "arug_cas02", .@i, 0; - // Disable Kafra - disablenpc "Kafra Employee#aru02"; - - set .msg,2; - if (.msg == 1) { - announce "Fortress [" + GetCastleName("arug_cas02") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe; - donpcevent "Manager#aru02_02::Onstart"; - } - else if (.msg == 2) { - announce "The [" + getguildname(.@gid) + "] conquered the [Valfreyja 2] stronghold of "+GetCastleName("arug_cas02"),bc_all|bc_woe; - mapannounce "arug_cas02","The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; - if (agitcheck2()) { - donpcevent "Manager#aru02_02::Onreset"; - initnpctimer; - } - else { - donpcevent "Manager#aru02_02::Onreset"; - stopnpctimer; - } - } - else if (.msg == 0) { - announce "Fortress [" + GetCastleName("arug_cas02") + "]'s 'Valfreyja' was captured by [" + getguildname(.@gid) + "] Guild.",bc_all|bc_woe; - donpcevent "Manager#aru02_02::Onreset"; - stopnpctimer; - end; - } - MapRespawnGuildID "arug_cas02",GetCastleData("arug_cas02",1),2; - donpcevent "::OnRecvCastleAr02"; - end; - -OnTimer10000: - donpcevent "Manager#aru02_02::Onchange"; - mapannounce "arug_cas02","Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; - end; -} - -// Guild Kafra -arug_cas02,354,326,3 script Kafra Employee#aru02 117,{ - cutin "kafra_01",2; - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) { - mes "[Kafra Employee]"; - mes "Welcome, proud member"; - mes "of the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild!"; - mes "The Kafra Corporation is ready"; - mes "to assist you wherever you go!"; - next; - switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) { - case 1: - if (basicskillcheck() && getskilllv("NV_BASIC") < 6) { - mes "[Kafra Employee]"; - mes "I'm so sorry, but you must"; - mes "have at least Novice Skill"; - mes "Lv.6 to use the Storage."; - } - else { - openstorage; - } - break; - case 2: - mes "[Kafra Employee]"; - mes "Please tell me your"; - mes "Warp destination."; - next; - switch(select("Rachel -> 200 z:Cancel")) { - case 1: - if (Zeny < 200) { - mes "[Kafra Employee]"; - mes "I'm sorry, but you don't"; - mes "have enough zeny to pay"; - mes "the warp fee. Would you"; - mes "please check your funds again?"; - close2; - cutin "kafra_01",255; - end; - } - set zeny,zeny-200; - warp "rachel",115,125; - end; - case 2: - cutin "kafra_01",255; - } - break; - case 3: - if (BaseClass != Job_Merchant) { - mes "[Kafra Employee]"; - mes "I'm sorry, but the Pushcart"; - mes "rental service can only be"; - mes "used by Merchant, Blacksmith,"; - mes "and Alchemist class characters."; - } - else if (checkcart() == 1) { - mes "[Kafra Employee]"; - mes "Hm? You've already"; - mes "rented a Pushcart."; - } - else { - mes "[Kafra Employee]"; - mes "The Pushcart rental fee"; - mes "is 800 zeny. Would you"; - mes "like to rent a Pushcart?"; - next; - switch(select("Rent Pushcart:Cancel")) { - case 1: - if (Zeny < 800) { - mes "[Kafra Employee]"; - mes "I'm sorry, but you don't"; - mes "have enough zeny to rent"; - mes "one of our Pushcarts."; - close2; - cutin "kafra_01",255; - end; - } - set zeny,zeny-800; - setcart; - break; - case 2: - break; - } - } - break; - case 4: - mes "[Kafra Employee]"; - mes "Thank you for using the"; - mes "Kafra Service. Wherever"; - mes "you go, Kafra will be"; - mes "there to support you!"; - close2; - cutin "kafra_01",255; - end; - } - close2; - cutin "kafra_01",255; - end; - } - else { - mes "[Kafra Employee]"; - mes "I'm sorry, but I've been"; - mes "exclusively contracted"; - mes "to the members of the"; - mes "^FF0000" + GetGuildName(.@GID) + "^000000 Guild."; - mes "You'll have to ask another"; - mes "Kafra Employee to help you..."; - close2; - cutin "kafra_01",255; - end; - } - -OnRecvCastleAr02: - if (GetCastleData("arug_cas02",1) == 0) { - monster "arug_cas02",0,0,"Evil Druid",1117,10; - monster "arug_cas02",0,0,"Khalitzburg",1132,4; - monster "arug_cas02",0,0,"Abysmal Knight",1219,3; - monster "arug_cas02",0,0,"Executioner",1205,1; - monster "arug_cas02",0,0,"Penomena",1216,10; - monster "arug_cas02",0,0,"Alarm",1193,18; - monster "arug_cas02",0,0,"Clock",1269,9; - monster "arug_cas02",0,0,"Raydric Archer",1276,12; - monster "arug_cas02",0,0,"Wanderer",1208,3; - monster "arug_cas02",0,0,"Alice",1275,1; - monster "arug_cas02",0,0,"Bloody Knight",1268,2; - monster "arug_cas02",0,0,"Dark Lord",1272,2; - monster "arug_cas02",0,0,"Tower Keeper",1270,4; - } - if (GetCastleData("arug_cas02",9) < 1) { - disablenpc "Kafra Employee#aru02"; - } - end; -} - -arug_cas02,386,227,0 script #aru02_switch 111,{ - mes " "; - mes "^3355FFWill you pull"; - mes "this small lever?^000000"; - next; - switch(select("Pull Lever:Cancel")) { - case 1: - warp "arug_cas02",387,323; - end; - case 2: - close; - } -} - aru_gld,80,41,6 script Cyr#flag_Ar02_1::Ar02_Flag 722,{ - set .@GID, GetCastleData("arug_cas02",1); - if (.@GID == 0) { - mes "[ Arunafeltz Royal Edict ]"; - mes "The Holy Kingdom of"; - mes "Arunafeltz declares that"; - mes "one has yet to claim lordship"; - mes "over this stronghold. The one"; - mes "that breaks the Emperium will"; - mes "be recognized as its new owner."; - close; - } - else { - if (getcharid(2) == .@GID) { - mes "[ Ringing Voice ]"; - mes "Courageous one,"; - mes "do you wish to return"; - mes "to your stronghold?"; - next; - switch(select("Return to the Stronghold:Cancel")) { - case 1: - set .@GID, GetCastleData("arug_cas02",1); - if (getcharid(2) == .@GID) { - warp "arug_cas02",43,256; - end; - } - close; - case 2: - close; - } - } - mes "[ Arunafeltz Royal Edict ]"; - mes "The Holy Kingdom of"; - mes "Arunafeltz decrees that"; - mes "this stronghold is owned"; - mes "by the ^FF0000" + GetGuildName(.@GID) + "^000000 Guild."; - next; - mes "[ Arunafeltz Royal Edict ]"; - mes "^FF0000" + GetGuildMaster(.@GID) + "^000000 is"; - mes "Guild Master of ^FF0000" + GetGuildName(.@GID) + "^000000."; - mes "Any that object must claim this"; - mes "stronghold through strength of"; - mes "steel and magic during the"; - mes "appointed Guild Siege times."; - close; - } - + callfunc "ReturnFlag","arug_cas02",1; + end; OnInterIfInitOnce: OnRecvCastleAr02: FlagEmblem GetCastleData("arug_cas02",1); end; } - aru_gld,80,52,6 duplicate(Ar02_Flag) Cyr#flag_Ar02_2 722 - aru_gld,120,83,5 script Cyr#flag_Ar02_3 722,{ - set .@GID, GetCastleData("arug_cas02",1); - if (.@GID == 0) { - mes "[ Arunafeltz Royal Edict ]"; - mes "The Holy Kingdom of"; - mes "Arunafeltz declares that"; - mes "one has yet to claim lordship"; - mes "over this stronghold. The one"; - mes "that breaks the Emperium will"; - mes "be recognized as its new owner."; - close; - } - else { - mes "[ Arunafeltz Royal Edict ]"; - mes "The Holy Kingdom of"; - mes "Arunafeltz decrees that"; - mes "this stronghold is owned"; - mes "by the ^FF0000" + getGuildName(.@GID) + "^000000 Guild."; - next; - mes "[ Arunafeltz Royal Edict ]"; - mes "^FF0000" + getGuildMaster(.@GID) + "^000000 is"; - mes "Guild Master of ^FF0000" + getGuildName(.@GID) + "^000000."; - mes "Any that object must claim this"; - mes "stronghold through strength of"; - mes "steel and magic during the"; - mes "appointed Guild Siege times."; - close; - } + callfunc "ReturnFlag","arug_cas02",0; + end; OnInterIfInitOnce: OnRecvCastleAr02: FlagEmblem GetCastleData("arug_cas02",1); end; -} +}
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